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Means a lot! (It’s less of a skill issue and more of me building the level based on my own platforming preferences, I’ve played way too much Celeste, Duck Game, and Mario.) As for the jump, I’ll adjust it, I wasn’t fair, and adding coyote time made me think players would realize they can use air time for longer jumps. Silly me. No one noticed at first. The checkpoints were a last-ditch effort to make things easier, and the camera? I was stuck between fixed or smooth follow. Classic indecision.